Terrafyde
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Everything posted by Terrafyde
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I found a 0.7.0 version, upgrading from 0.6.2 to 0.7.0 first has eliminated the errors when upgrading to 0.7.2 and above.
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Definatley 0.7.2-beta.65
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I had already tried that version as the lowest available to download. There was only one line in the error log 2023-10-14 05:28:59.102 [Error] Received unhandled exception from System.Threading.Thread. and here is the db server log 2023-10-14 05:28:59.086 [Error] GAMEDB: 20102 - Failed executing DbCommand (260ms) [Parameters=[], CommandType='Text', CommandTimeout='30'] PRAGMA foreign_keys = 0; CREATE TABLE sqlitestudio_temp_table AS SELECT * FROM Items; DROP TABLE Items; CREATE TABLE Items ( Id BLOB NOT NULL CONSTRAINT PK_Items PRIMARY KEY, TimeCreated INTEGER NOT NULL, Name TEXT, Animation BLOB NOT NULL, AttackAnimation BLOB NOT NULL, EquipmentAnimation BLOB NOT NULL, Bound INTEGER NOT NULL, CritChance INTEGER NOT NULL, CritMultiplier REAL NOT NULL, Cooldown INTEGER NOT NULL, Damage INTEGER NOT NULL, DamageType INTEGER NOT NULL, AttackSpeedModifier INTEGER NOT NULL, AttackSpeedValue INTEGER NOT NULL, Consumable_Type INTEGER NOT NULL, Consumable_Value INTEGER NOT NULL, EquipmentSlot INTEGER NOT NULL, TwoHanded INTEGER NOT NULL, Effects TEXT, SlotCount INTEGER NOT NULL, Spell BLOB NOT NULL, Event BLOB NOT NULL, Description TEXT, FemalePaperdoll TEXT, ItemType INTEGER NOT NULL, MalePaperdoll TEXT, Icon TEXT, Price INTEGER NOT NULL, Projectile BLOB NOT NULL, Scaling INTEGER NOT NULL, ScalingStat INTEGER NOT NULL, Speed INTEGER NOT NULL, Stackable INTEGER NOT NULL, StatGrowth INTEGER NOT NULL, Tool INTEGER NOT NULL, VitalsGiven TEXT, StatsGiven TEXT, UsageRequirements TEXT, DestroySpell INTEGER NOT NULL DEFAULT 0, QuickCast INTEGER NOT NULL DEFAULT 0, Rarity INTEGER NOT NULL DEFAULT 0, Folder TEXT, Consumable_Percentage INTEGER NOT NULL DEFAULT 0, PercentageStatsGiven TEXT, PercentageVitalsGiven TEXT, VitalsRegen TEXT, CooldownGroup TEXT NOT NULL DEFAULT '', IgnoreGlobalCooldown INTEGER NOT NULL DEFAULT 0, Color TEXT, IgnoreCooldownReduction INTEGER NOT NULL DEFAULT 0, CanBag INTEGER NOT NULL DEFAULT 1, CanBank INTEGER NOT NULL DEFAULT 1, DropChanceOnDeath INTEGER NOT NULL DEFAULT 0, CanSell INTEGER NOT NULL DEFAULT 1, CanTrade INTEGER NOT NULL DEFAULT 1, MaxBankStack INTEGER NOT NULL DEFAULT 2147483647, MaxInventoryStack INTEGER NOT NULL DEFAULT 2147483647, CanGuildBank INTEGER NOT NULL DEFAULT 0, CannotUseMessage TEXT, BlockAbsorption INTEGER NOT NULL DEFAULT 0, BlockAmount INTEGER NOT NULL DEFAULT 0, BlockChance INTEGER NOT NULL DEFAULT 0, WeaponSpriteOverride TEXT, DespawnTime INTEGER NOT NULL DEFAULT 0 ); INSERT INTO Items ( Id, TimeCreated, Name, Animation, AttackAnimation, EquipmentAnimation, Bound, CritChance, CritMultiplier, Cooldown, Damage, DamageType, AttackSpeedModifier, AttackSpeedValue, Consumable_Type, Consumable_Value, EquipmentSlot, TwoHanded, Effects, SlotCount, Spell, Event, Description, FemalePaperdoll, ItemType, MalePaperdoll, Icon, Price, Projectile, Scaling, ScalingStat, Speed, Stackable, StatGrowth, Tool, VitalsGiven, StatsGiven, UsageRequirements, DestroySpell, QuickCast, Rarity, Folder, Consumable_Percentage, PercentageStatsGiven, PercentageVitalsGiven, VitalsRegen, CooldownGroup, IgnoreGlobalCooldown, Color, IgnoreCooldownReduction, CanBag, CanBank, DropChanceOnDeath, CanSell, CanTrade, MaxBankStack, MaxInventoryStack, CanGuildBank, CannotUseMessage, BlockAbsorption, BlockAmount, BlockChance, WeaponSpriteOverride, DespawnTime ) SELECT Id, TimeCreated, Name, Animation, AttackAnimation, EquipmentAnimation, Bound, CritChance, CritMultiplier, Cooldown, Damage, DamageType, AttackSpeedModifier, AttackSpeedValue, Consumable_Type, Consumable_Value, EquipmentSlot, TwoHanded, Effects, SlotCount, Spell, Event, Description, FemalePaperdoll, ItemType, MalePaperdoll, Icon, Price, Projectile, Scaling, ScalingStat, Speed, Stackable, StatGrowth, Tool, VitalsGiven, StatsGiven, UsageRequirements, DestroySpell, QuickCast, Rarity, Folder, Consumable_Percentage, PercentageStatsGiven, PercentageVitalsGiven, VitalsRegen, CooldownGroup, IgnoreGlobalCooldown, Color, IgnoreCooldownReduction, CanBag, CanBank, DropChanceOnDeath, CanSell, CanTrade, MaxBankStack, MaxInventoryStack, CanGuildBank, CannotUseMessage, BlockAbsorption, BlockAmount, BlockChance, WeaponSpriteOverride, DespawnTime FROM sqlitestudio_temp_table; DROP TABLE sqlitestudio_temp_table; PRAGMA foreign_keys = 1; --------------------------------------------------------------------------------
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Hi, The last Intersect version I had was 0.6.2.457 ! How can I upgrade/migrate to the latest version ? The only available downloads don't upgrade, they seem to have an error when they do the upgrade. Should I use an older version as a stepping stone to get up to date. If so which version and where are the downloads for them ? github seems to have no release pre-2023.
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I request that crafting has % chance of failing and all ingredient items are lost. If anyone is capable of making this mod, that would be awesome.
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In B6, I see there is a new setting where an item type:spell can be a quick cast item. Can someone confirm ; - This means the item can cast the spell instead of the item being a means to learn the spell - And the spell cast is literally quick, as casting time is ignored and there is no way for an item to cast a spell with using a casting time.
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For your interest there is now this site, which I can only presume is by by the same person. http://refmap-l.blog.jp/ He has rereleased alot of his old stuff, and reworked alot to new scales.
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I hope you don't switch to 3 frame, while its seems dumb that 2 frames are the same, that is only true for bi-pedal creatures, I use 4 different frames for everything that doesn't have 2 legs. Which is more than half the sprites I use.
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It is becoming less likely I will ever have enough time to complete a game. So I give these game assets for any one to use for free non-commercial purposes. I will hopefully add more as time goes by... [Tilesets]
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My understanding (which could be wrong) is that Loose leaf were made by mack http://www.microsofttranslator.com/bv.aspx?&lo=TP&from=&to=en&a=http%3A%2F%2Fwww.geocities.jp%2Fkurororo4%2Flooseleaf%2F but they are a different shape and size to the other sprites commonly known as 'mack sprites' by the same person. The base Quick sprite lacks assets and thought these might be handy to someone
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here is a collection of assets from Loose Leaf I have assembled, some have been modified/fixed and there's a couple of originals too. ... Now I'm working on a new set of completely original base and assets qs_lleaf_assets.zip
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Currently it is not possible. I also would like this. Either spell consumabales or events that can cast spells (could achieve the same result)
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Can the auto port forward be turned off ?
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I think the answer is "No" , but I'll ask just incase someone has a method. I want to make a spell that sets a trap in a position for a short peroid of time. I dont think it can be done as a spell/event as events cant give negative health or cast a spell (for damage) And spell/projectile if set to range 0, dissappear instantly even when the speed is set to a long time. (I wish this was different) Any suggestions ?
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I prefer this. But could the red dot be changed to a gui element, png file we can edit ?
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Maybe I'm missing something obvious, but I can't think of an efficient way to manage locked doors. I can do the mechanics of a door opening and closing, with the door as an event, using either animations or sprite direction, and using move route to set walkthrough on & off. My problem is triggering the event to do this. There would be various reasons why a door would be locked or not, example having a key, completed a certain amount of quest progress or interacting with an event(person). The best way I can think of, can't actually be done. That would be to set the self switch of the event door via another event. One possible ways would be to do it via a global switches or variables, but having this for every single door in a game with 500+ doors is not efficient or easily managable Another possible way is to do the door mechanics not on the event door, but on the trigger event via move route method onto the event door, but then this needs to be implamented onto every trigger often with variation.
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I for one would like to be able to read (and sometimes set as my own variables) game avriables for various reasons. and uses in events - player x, y, and map for a delayed respawn system - player level, for use when player changes class I'm only early in my game design and I'm sure I will find other frustrations where I wish I could access the variables
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Left mouse does not work for me, But pressing E does
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What is the best method to make a chest ? From what I can see, A chest could be done as a resource but NPC's cant drop resources. It could probably be done as an event except there is way to trigger the event upon NPC death. Ideally I would like a chest to possibly be booby trapped and need disarming before random loot is rewarding depending on if disarm was successful. But for starters I would be happy just for a working chest drop ffrom an NPC
